[Mod] Snow Biomes [3.2] [snow]

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ak399g
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by ak399g » Wed Aug 07, 2013 03:23

Grabbed the new snow mod. Got this error partway through the game and it crashed:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
23:21:34: ACTION[ServerThread]: singleplayer leaves game. List of players:
23:21:34: ERROR[main]: ServerError: LuaError: error: /home/safr/.minetest/mods/snow/falling_snow.lua:7: bad argument #1 to 'write' (string expected, got nil)
23:21:34: ERROR[main]: stack traceback:
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Splizard
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by Splizard » Wed Aug 07, 2013 05:09

ak399g wrote:Grabbed the new snow mod. Got this error partway through the game and it crashed:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
23:21:34: ACTION[ServerThread]: singleplayer leaves game. List of players:
23:21:34: ERROR[main]: ServerError: LuaError: error: /home/safr/.minetest/mods/snow/falling_snow.lua:7: bad argument #1 to 'write' (string expected, got nil)
23:21:34: ERROR[main]: stack traceback:

ok thanks, fixed in git: https://github.com/Splizard/minetest-mod-snow/archive/master.zip
If it happens again or regularly ill release a new version.
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proller
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by proller » Wed Aug 07, 2013 11:21

now melting and freezing included in core, no need in this abms if liquid_finite and weather is true
479 --Melting
512 --Freezing
 

paramat
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by paramat » Wed Aug 07, 2013 18:46

Yes indeed, so there could be small positive and negative random amounts added to velocity and acceleration (i will do this in my snowdrift mod), but the average acceleration will be zero.

Splizard, something i'm doing in my snowdrift mod is setting snow velocity = {x=0, y=-1, z=-1}, this makes the snow drift southwards as it falls a little slower than the cloud drift and constant North wind. The effect is beautiful.
Last edited by paramat on Wed Aug 07, 2013 21:30, edited 1 time in total.
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Mito551
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by Mito551 » Wed Aug 07, 2013 18:55

why not use default:snow nodes?
Last edited by Mito551 on Wed Aug 07, 2013 18:56, edited 1 time in total.
 

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by paramat » Wed Aug 07, 2013 21:34

Found some reliable data for drizzle, rain, hail and snow terminal velocities, i had been using 1 metre per second for snow ...
"Snow flakes of any size falls at about 1 m/s, slightly faster aloft because of the density correction [exp(z/20)]. The fallspeed of snow increases only slightly with snow flake size is because of the intricate shape of snow : the surface area of a growing crystal increases about as rapidly as its weight."
http://www-das.uwyo.edu/~geerts/cwx/notes/chap09/hydrometeor.html
http://www.shorstmeyer.com/wxfaqs/float/rdtable.html
Last edited by paramat on Wed Aug 07, 2013 21:34, edited 1 time in total.
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by VanessaE » Thu Aug 08, 2013 01:13

Splizard: okay. As soon as this mod supports using default snow/ice nodes instead of custom ones, I think I'll be adding it to my server (ditto for the snowdrift/light snow mod).
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by Inocudom » Thu Aug 08, 2013 04:01

VanessaE wrote:Splizard: okay. As soon as this mod supports using default snow/ice nodes instead of custom ones, I think I'll be adding it to my server (ditto for the snowdrift/light snow mod).


Might as well make use of the default nodes. No need to make duplicates.
 

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Splizard
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by Splizard » Thu Aug 08, 2013 10:30

proller wrote:now melting and freezing included in core, no need in this abms if liquid_finite and weather is true
479 --Melting
512 --Freezing

But that only works of finite liquid is enabled and weather is on :/ I might add a check for this.

@paramat
Thanks for your research on falling snow.

@VannesaE, Hybrid Dog, Inocudom and Mito551
Fine, fine :P I'll redefine the default snow nodes for version 2.0, I can't yet because 0.4.7 has no support for leveled nodes and theres the problem of backwards compatibility. Default does not even use snow anyway! But no problem, ill figure it out.
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proller
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by proller » Fri Aug 09, 2013 12:07

enabling melting with old liquid will cause water disaster.
and enabling freezing without melting will make fully frozen world after some time.
 

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Linxx
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by Linxx » Fri Aug 09, 2013 13:14

proller wrote:enabling melting with old liquid will cause water disaster.
and enabling freezing without melting will make fully frozen world after some time.
why not just leave the biome static?
 

GreenGerm
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by GreenGerm » Mon Aug 12, 2013 10:49

Splizard wrote:
GreenGerm wrote:sorry i dont have that. Im running the windows version

ok sorry, Im not sure how to use it on windows :/


Could you email me a copy of minetestmapper.py? I've got a little expreience with python and I might be able to make a version for windows.
Last edited by GreenGerm on Mon Aug 12, 2013 10:49, edited 1 time in total.
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by Dan Duncombe » Mon Aug 12, 2013 10:51

GreenGerm wrote:
Splizard wrote:
GreenGerm wrote:sorry i dont have that. Im running the windows version

ok sorry, Im not sure how to use it on windows :/


Could you email me a copy of minetestmapper.py? I've got a little expreience with python and I might be able to make a version for windows.


Minetest_mapper has already been written for Windows in C++
See here
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ak399g
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by ak399g » Tue Sep 03, 2013 11:57

Sometimes, when generating land chunks, the snow biome will render in place of a forest. It renders perfectly except for the fact that dozens of apples still spawn, with no trees to be attached.

Is there an option for using the old version of snowfall?
Last edited by ak399g on Tue Sep 03, 2013 12:01, edited 1 time in total.
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Splizard
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by Splizard » Tue Sep 03, 2013 23:36

ak399g wrote:Sometimes, when generating land chunks, the snow biome will render in place of a forest. It renders perfectly except for the fact that dozens of apples still spawn, with no trees to be attached.

Is there an option for using the old version of snowfall?

Yes that is a bug, I'll fix that. No there's not though you can use Light snow for snow mod though.
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ak399g
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by ak399g » Wed Sep 04, 2013 15:34

I'm only asking because the new snowfall (rapid images) causes much lag/drop in framerate, but I do still want it to snow. Just not the way it does.
Last edited by ak399g on Wed Sep 04, 2013 15:35, edited 1 time in total.
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paramat
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by paramat » Wed Sep 04, 2013 17:13

The light snow mod linked to is designed to be much less processing-intensive and you can also adjust the heaviness of the snowfall.
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by ak399g » Thu Sep 05, 2013 12:21

Seems alright for now. Thanks.
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by Splizard » Mon Dec 09, 2013 07:59

New release in time for christmas!
http://ubuntuone.com/7Rkg5Muq1rnZl9o9zVLrs3 (Version 2.0)

Snow mod now uses the default namespace for snow, ice, etc. as requested.

New release has sleds and a bonus christmas skin!
Image
Last edited by Splizard on Tue Dec 10, 2013 23:10, edited 1 time in total.
Games: The Hungry Games.
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Also checkout my texture pack Gridtoon!
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by Temperest » Mon Dec 09, 2013 18:56

Wow, now that is truly impressive!
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by paramat » Mon Dec 09, 2013 21:14

This mod has always been one of my 2 essential mods, the other is worldedit.
I have always found the default biome perlin 'scale' or 'spread' of 150 nodes too small, and personally use 256 nodes to be close to the 250 node spread of the default perlin noise that defines deserts and normal biomes.
Ideally also you could use that noise to place snow biomes away from deserts, making that noise essentially temperature:
noise < -0.4 snow
noise > 0.4 desert
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
local perl1 = {
    SEED1 = 9130, -- Values are minetest mapgen V6 desert noise.
    OCTA1 = 3,
    PERS1 = 0.5,
    SCAL1 = 250,
}
Last edited by paramat on Mon Dec 09, 2013 21:15, edited 1 time in total.
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by Nightshade » Mon Dec 09, 2013 23:19

I DL'd this one and OoChainLynxoO's candy cane mod for a nice wintery combination :)
 

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by LazyJ » Tue Dec 10, 2013 22:04

Howdy :)

I'm having some trouble with the 2.0 version of Snow Biomes creating snow biomes in all newly genererated surface areas of the map except deserts. The result is a world of only snow biomes, snow-covered jungle biomes, and desert biomes.

This doesn't happen when I use the 2013_09_03 release of the Snow Biomes

I'm testing Snow Biomes 2.0 in Minetest 0.4.8, 2013_12_09 unstable build, compiled on Linux from Github source code, with only the default, minetest_game mods in new test worlds.

Thanks for a great mod!
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by Splizard » Tue Dec 10, 2013 23:12

LazyJ wrote:Howdy :)

I'm having some trouble with the 2.0 version of Snow Biomes creating snow biomes in all newly genererated surface areas of the map except deserts. The result is a world of only snow biomes, snow-covered jungle biomes, and desert biomes.

This doesn't happen when I use the 2013_09_03 release of the Snow Biomes

I'm testing Snow Biomes 2.0 in Minetest 0.4.8, 2013_12_09 unstable build, compiled on Linux from Github source code, with only the default, minetest_game mods in new test worlds.

Thanks for a great mod!

Oh thanks for reporting that! Please redownload the 2.0 version of the mod It should be fixed.
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by LazyJ » Wed Dec 11, 2013 21:35

Howdy :)

I downloaded the mod again and now Snow Biomes 2.0 doesn't take over the whole mapgen.

Just an idea. Now that we've had a taste of a total arctic world, do you think you could make that bug into a config setting to toggle it on and off and make it so even deserts are covered with snow too? Combining this bug with HybridDog's WinterTP texture pack to create an entirely arctic world.

Thanks for the quick fix. ;)

2013_12_12 ps.
I just thought of another request. What needs to be changed or added to the code to make the snow biomes only appear at a minimum altitude of y60 (or whatever altitude players chose). I'd like to have snow capped mountains.
Last edited by LazyJ on Thu Dec 12, 2013 19:49, edited 1 time in total.
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by Sokomine » Fri Dec 20, 2013 21:48

Is there any way yet to use it in combination with the undergrowth and dryplants mods? Whenever I enable the snow mod, I get hardly any advanced nature nodes. A single horizontal tree or an invividual root here and there might be all of that mod.

The snow itshelf got a bit strange as well. Those individual overlarge snowflakes where pretty ok. The current way of localized snowstorms is rather odd.
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by Splizard » Sat Dec 21, 2013 07:28

LazyJ wrote:2013_12_12 ps.
I just thought of another request. What needs to be changed or added to the code to make the snow biomes only appear at a minimum altitude of y60 (or whatever altitude players chose). I'd like to have snow capped mountains.

This is already in the config file (have a look in the mod folder, config.txt).

Sokomine wrote:Is there any way yet to use it in combination with the undergrowth and dryplants mods? Whenever I enable the snow mod, I get hardly any advanced nature nodes. A single horizontal tree or an invividual root here and there might be all of that mod.

The snow itshelf got a bit strange as well. Those individual overlarge snowflakes where pretty ok. The current way of localized snowstorms is rather odd.

A quick fix I can think of is to add undergrowth and dryplants to a file called depends.txt in Snow mod's folder.
Last edited by Splizard on Sat Dec 21, 2013 07:29, edited 1 time in total.
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by Dopium » Tue Dec 24, 2013 05:42

Great mod but it seems to conflict with default flowers, in other words no flowers generate when using this mod.
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Axel
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by Axel » Tue Dec 24, 2013 14:05

After placing some pine saplings I got this error message with the latest git version.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
14:43:55: ACTION[ServerThread]: singleplayer places node snow:sapling_pine at (-233,25,-181)
14:43:57: ACTION[ServerThread]: singleplayer places node snow:sapling_pine at (-243,26,-177)
14:44:29: ERROR[main]: ServerError: C:\Users\Axel\Minetest\bin\..\mods\snow\init.lua:491: attempt to call field 'make_pine' (a nil value)
14:44:29: ERROR[main]: stack traceback:
14:44:29: ERROR[main]:     C:\Users\Axel\Minetest\bin\..\mods\snow\init.lua:491: in function <C:\Users\Axel\Minetest\bin\..\mods\snow\init.lua:490>
14:44:29: ACTION[ServerThread]: singleplayer leaves game. List of players:
In trans_func.
Access violation at 00000001400DFAE9 write?=0 address=0
14:44:29: ERROR[main]: ERROR: An unhandled exception occurred: Access violation
 

Sokomine
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by Sokomine » Wed Dec 25, 2013 22:29

Splizard wrote:A quick fix I can think of is to add undergrowth and dryplants to a file called depends.txt in Snow mod's folder.

Thanks! Adding those mods/mods from the modpack to snow's depends.txt helped. Now there's snow and rich plantlife. At least there's a snowy christmas in MT now :-)
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